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Topics - Snappydude

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DF Dwarf Mode Discussion / Injury bug
« on: September 25, 2010, 02:41:58 pm »
So there's this dwarven child who was injured in the danger room. Her foot got all smashed up. Now she's hanging out in the hospital. My doctor keeps hauling her to the traction bench but then says she's not resting, and leaves her there. She then pathetically crawls back to her bed (three tiles away) over several weeks. The cycle of pain continues. 

Now, from what I've been reading this seems like the kind of situation where I need to re-injure her. How can I best accomplish this? Build a repeating training spear under her?

Also, is there any way to get rid of the "Urist McMissingLimb cancels Clean Self: Area Inaccessible" spam? I have several badass amputee champions but they're driving me up the wall.

2
DF Dwarf Mode Discussion / Enemy animals...
« on: September 21, 2010, 11:50:43 pm »
(31.12) I recently was sieged by the humans and ended up with a bunch of caged Giant Lions. Is it possible to tame/train enemy beasts (or mod this in, as I would love it)? If not, what other cool things could I do with such critters?

I thought about dumping them into a pit for my champions to fight, but that just seems vanilla...

edit: To clarify, they are the War Giant Lions the humans were using as mounts.

3
DF Gameplay Questions / Retracting Bridge Mechanics
« on: October 10, 2008, 08:43:20 pm »
So, in the interest of starting a war with the elves, I've taken to seizing all of their goods and then dumping their traders into my pit-o-doom. I have a setup like this:

+++++++++++++
X|0000000000X|
X|=========X|
X|=========X|   out <-> in
X|=========X|
X|0000000000X|
+++++++++++++

+ is fortification
= is bridge (retracts)
0 is open space (16 z-level pit)
X is floodgate
| is wall grate

As soon as the caravan leaves my trade depot, I close the outer portcullis (wall grates) and wait for the elves to all pile up against it. Then I wait until anybody I care about gets out of the way, and close the inner portcullis, trapping the elves on the bridge and avoiding accidents. Then I pull the level, bridge retracts, elves fall to their messy, messy deaths.

Now, the last time I did this, several of the elves went ended up on the OUTSIDE of the portcullis (floodgates were left open) and promptly ran away. Do retracting bridges toss things a short distance upward? I was under the impression that objects on them just fell.

4
DF Dwarf Mode Discussion / Fire imp hit by dumped garbage?
« on: October 08, 2008, 02:16:01 am »
So I found this fire imp in the magma pool where I dump my garbage:

Spoiler (click to show/hide)

Would his head and neck injuries be caused by a careless peasant dumping a boulder on him? Because that would be really, really funny.

Reminds me of a game of Nethack I played... "A rock falls on your head. Your fedora does not protect you. You die." Only now I'm imagining that poor archaeologist at the bottom of some dwarf's garbage chute.

5
DF Gameplay Questions / HFS Question (Here be Spoilers)
« on: October 08, 2008, 12:22:57 am »
HFS Question:
Spoiler (click to show/hide)

Also, what's the BB code for a spoiler cut so I can add another level of hiddenness here?

EDIT: got it, thanks Frelock :)

6
DF Gameplay Questions / Killing children.
« on: October 06, 2008, 08:53:32 pm »
Hokay. So. The computer that I'm playing on can't handle much more than 100 dwarves, even on a 3x3 embark zone. This is fine -- I just dump all immigrants in ye olde pit of death and watch them splatter.

The problem is the children. Out of a fortress of ~100, about a quarter of them are children/babies. The borne children of my legitimate citizens I just have to deal with, as I can't kill them without upsetting them (especially my champions -- yikes. One has like five kids). However, the immigrant kids refuse to stand on the drawbridge and die with their parents. How can I get rid of them? The ethical implications don't bother me, I just want a playable framerate.

I tried assigning one to a lever connected to his death, but he doesn't seem to want to pull it. Any other creative ideas? I've considered creating "accident zones" and waiting for a child to randomly wander in alone before triggering them, but the imprecise nature of such a system just seems to be asking for trouble.   

7
DF Gameplay Questions / Military Specialization
« on: October 06, 2008, 12:16:51 am »
So, y'see, I had some Master Marksdwarves I was training up. I decided to cross-train them in hammers, so they'd get some crossbow-smashing skill and level their armor/shield use a bit. However I let them get all the way to Legendary Hammerdwarves.

Since "military dwarves stick to what they're best at," even if I switch them back to crossbows they'll just spar in the barracks and hit each other over the head with them all day. When they go on duty they won't engage the enemy at range or indeed, pick up any ammo.

They're still pretty kick ass, but I want my marksdwarves back. Is there any way to trick them out of their hammering fixation? I miss my rampart snipers...

8
DF Dwarf Mode Discussion / Weapon switching?
« on: September 08, 2008, 02:47:57 pm »
Quick question:

Let's say I train a squad of dwarves equally in hammers and crossbows, and assign them to carry two weapons. Will they use crossbows at range and switch to hammers when their enemies close?


9
DF Dwarf Mode Discussion / All aboard the failboat...
« on: August 25, 2008, 04:07:57 pm »
Or should I say, "funboat."

I embarked on a site with a chasm... upon arrival I discovered that the chasm was open to the surface. My wagon was parked RIGHT NEXT TO IT. I drafted my woodcutter, to whom I had gifted some combat skills just in case, and stationed him there while my other dwarves hauled ass and cargo to a safer location.

Then, just as I was digging an entryway, I was formally ambushed by three troglodytes... and a giant cave spider. My dwarves fought bravely but were quickly webbed and eviscerated.

FORTRESS FAIL :)




10
DF Dwarf Mode Discussion / Trapping wild animals
« on: August 22, 2008, 03:12:07 pm »
How do I catch large wild animals? Cage traps, right? Do I have have to wait for them to randomly step on them or can I bait them with something? How do I do this?

...and what would be a good bait for, say, gorillas? :P

11
DF Dwarf Mode Discussion / Dumping Question
« on: August 19, 2008, 01:57:39 pm »
I have a quick question about how dumping works. I was going to figure it out by experimentation but I figured I'd ask first.

Let's say I want to dump rocks in one pile by my mason's workshop, and butchered chunks in a hole deep in the earth.

I disable the pit dump, enable the rock pile, and mark a bunch of stones for dumping. The dwarves will begin hauling rocks to the pile.

Now, if I disable the rock pile and enable the garbage pit, I can imagine the dwarves will either
(a) Continue to haul rocks to the rock pile, as it was the one that was active when the dump job was created,
(b) Dump the rocks in the pit, because it's the only dump that's active now.

I guess it's a question of when the pathfinding occurs... when the job is created or when the dwarf takes on the job...??

If it's (b), is there a (better, more reliable) way of differentiating my dump zones as described above?

12
DF Gameplay Questions / Mess in butcher's shop?
« on: August 01, 2008, 05:31:03 pm »
My dwarves won't seem to haul the leftover gibs (chunks, bones, parts, etc) out of the butcher's shop. You can imagine the result. Besides the horrible, horrible smell, the shop quickly becomes uber cluttered, which makes the butcher slow to a crawl, gets backlogged, hunter keeps bringing in the kills, they all start to rot... ugh. Makes me want to make a vegetarian fortress.

I have stockpiles set up to take all the proper types of refuse (unless "chunks" go in some category I haven't covered) and dwarves jobbed up to take them away, but they will leave them there indefinitely unless I manually tell them to dump each piece.

What gives?

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